Guidance is the support cantrip that never stops being useful. For the cost of concentration and a touch, an ally adds 1d4 to one ability check — lockpicking, persuasion, Arcana, athletics climbs, and more.
This Guidance 5E guide covers how the cantrip works, when to cast it, and the rulings that come up at most tables.
- Spell Level
- Cantrip
- Spell Type
- Divination
- Casting Time
- 1 Action
- Range
- Touch
- Component Requirements
- Verbal, Somatic
- Duration
- Concentration, up to 1 minute
- Class
- Cleric, Druid (and several subclasses / features)
How does Guidance work?
You touch a willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the d4 before or after making the check. The spell then ends.
Important constraints:
- Concentration — you cannot maintain Guidance while concentrating on Bless, Hold Person, or other concentration spells.
- Ability checks only — not attack rolls, not saving throws.
- One check — after the d4 is applied (or the minute ends), Guidance is gone.
Best uses for Guidance
Skill challenges and social scenes
Persuasion, Deception, Insight, and Investigation checks are where Guidance shines. Cast it before the party talks to a gate guard or studies a ritual circle.
Exploration and thieves’ tools
Climbing, stealth approaches, and opening locks are classic Guidance moments — especially when failure means an alarm.
Help action stacking
Guidance stacks with Help (advantage) because one is a bonus die and the other changes the roll method. That combo is why low-level parties feel unstoppable at checks.
When Guidance is awkward
- You need concentration for a combat buff in the next round.
- The check is happening as a reaction or with no time to spend an Action casting.
- Your table treats “I Guidance every check” as narration spam — agree on a light table convention (for example, Guidance is assumed on deliberate skill attempts when the cleric is adjacent).
Guidance vs Enhance Ability vs Bless
| Spell | Level | Helps |
|---|---|---|
| Guidance | Cantrip | One ability check (+1d4) |
| Enhance Ability | 2nd | Advantage on checks for one ability (+ extras) |
| Bless | 1st | Attack rolls and saving throws (+1d4), not ability checks |
Guidance is the cheap default. Upgrade to Enhance Ability when you need lasting advantage on a whole scene.
Frequently Asked Questions
Can Guidance help initiative?
Initiative is a Dexterity check, so yes — if Guidance is already on the character when initiative is rolled. You usually cannot cast it after initiative has started for that fight unless timing allows.
Does Guidance work on tool checks?
Yes. Tool checks are ability checks.
Can you cast Guidance on yourself?
Yes. Touch range includes you.


